So we created an ipa through unity cloud build which includes gamesparksunityosx.bundle . When we try to send it through the Application Loader, it fails during or shortly after asset verification with the following errors:
ERROR ITMS-90535: "Unexpected CFBundleExecutable Key. The bundle at 'Payload/nfc.app/gamesparksunityosx.bundle' does not contain a bundle executable. If this bundle intentionally does not contain an executable, consider removing the CFBundleExecutable key from its Info.plist and using a CFBundlePackageType of BNDL. If this bundle is part of a third-party framework, consider contacting the developer of the framework for an update to address this issue."
ERROR ITMS-90171: "Invalid Bundle Structure - The binary file 'nfc.app/gamesparksunityosx.bundle/Contents/MacOS/gamesparksunityosx' is not permitted. Your app can’t contain standalone executables or libraries, other than the CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure."
ERROR ITMS-90512: "Invalid sdk value. The value provided for the sdk portion of LC_VERSION_MIN_MACOSX in nfc.app/gamesparksunityosx.bundle/Contents/MacOS/gamesparksunityosx is 10.11 which is greater than the maximum allowed value of 10.0."
Any idea what's going on?
I have replied to the ticket that you created on this. When that's closed I'll post the solution here too for the benefit of others.
and the answer is?
Removing the OSX bundle worked. It isn't necessary for the application because that bundle is for the Mac stand alone builds and we are only trying to distribute on iOS devices. This issue has been solved if you want to close the ticket.
I've pasted the solution from the ticket below as other users may find it useful.
The gamesparksunityosx.bundle is for standalone MAC builds, it's not used for IOS. If you set it to only include the bundle when making Standalone builds only (check the image below) it should fix the issue.